Might is Right

Teaching gameplay with cursors

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I haven’t given it much thought in the past, but the cursor is a powerful tool to communicate gameplay. When you see a piece of colored text with an underscore, you think “it’s a link”, because that’s what most websites display their links as. You know if you click that thing – you will most likely […]

Might is Right

Increasing the character roaster

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Over the past couple of weeks, we have been working to bring a number of new characters into the game.  These characters are not intended as entirely new archetypes, instead, they will be branches of already existing characters. For example, as a complement to currently existing Mage character, there will be a complimentary class that […]

Might is Right

Rendering engine overhaul

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This change has been in the works for a while. The main benefit is twofold:1. Improved performance. About 30% more fps2. Elimination of jagged edge artifacts on particles The graphics engine uses deferred rendering. There are 2 frame buffers that are required: Color and Depth. Previous Depth buffer was built in a separate rendering pass, […]

Might is Right

Strategy AI: Threat evaluation

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Working on strategic AI. The idea is to create dynamic enemies that would move around the map and generally make players’ lives a misery. To be able to do that, AI will need to figure out where to go. I’m currently working on implementing a threat map, here is a color-coded sample. As an AI agent, you need […]

Might is Right

Reworking the model import pipeline

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Just a quick update. I’ve been working on getting new set of models into the game. Doing that I ran into a very common problem – models tend to have arbitrary hierarchies and transforms. For context, the game is built on a custom engine that I’ve been working on over the past 6 years or so. […]

Might is Right

Talent and Status Effect update

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Our game designer has reworked the talents and status effects based on some of the player feedback to use whole numbers for fixed bonuses to:– ability power– health– absorption These changes should make the game a little easier to understand and respective effects a bit more satisfying. Let us know what you guys think!